ericgrau
2011-10-27, 10:59 PM
This PrC combines 2 older concepts I've had, but the original concepts aren't important. I like having options but I've played casters to death and the other classes I like to play always seem short on options in spite of my efforts. My goal is a sort of jack-of-all-trades gish, with lots of powers and abilities to toy with yet without excessive book-keeping.
An Imbued may be a sort of artificially induced magical knight, a solo adventurer training for all challenges, or someone tainted strongly with magic from birth or at an early age. Their spontaneous abilities and mobility-focused skill set make them unwilling to be tied down, so adventuring comes easily to them. Often they are impatient and eager to act, though many others are merely diligent. Unlike a bard, an imbued plays a main role rather than a support role. Thus he works well in smaller groups, when too many allies are already playing support, to fill a hated missing role in a party without focusing on it, when the player is unsure what he wants to be, or if the player simply wants to do everything. As always, PEACH.
The Imbued
Hit Die: d6
Requirements:
Able to cast arcane spells without preparation.
Able to cast divine spells without preparation.
Trapfinding class feature.
Proficiency with all martial weapons.
Class Skills: The Imbued's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge(Arcana) (Int), Knowledge (Local) (Int), Knowledge(Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skill Points at Each Level: 4 + Int modifier
{table]Level|BAB|Fort|Ref|Will|Special|Spells Per Day
1|0|2|0|2|Second Nature Metamagic, Shared Energy|+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
2|1|3|0|3||+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
3|2|3|1|3|Bonus Metamagic Feat|+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
4|3|4|1|4||+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
5|3|4|1|4|Second Nature Metamagic|-
6|4|5|2|5||+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
7|5|5|2|5|Bonus Metamagic Feat|+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
8|6|6|2|6||+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
9|6|6|3|6|Second Nature Metamagic|+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
10|7|7|3|7||+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
[/table]
Second Nature Metamagic
At 1st, 5th and 9th level the Imbued may apply metamagic feats to his spells more easily. Each time he gains this ability, he selects silent spell, still spell or extend spell. All his spells are treated as if cast using this feat and neither their spell level nor casting time increases. He must still have the appropriate metamagic feat to use this ability. Or he may instead choose to treat spells with swift and immediate casting times as if they were 1 spell level lower (to a minimum of 0), including for the purpose of selecting his spells known. If this changes an existing known spell, he may select a new spell of its level to replace it. If this causes his known spells on the lower level to exceed the number of spells known allotted to him, he must lose a known spell of his choice from that level. If he selects this last option and somehow gains the ability to quicken spells, the adjusted level for his quickened spells becomes 1 lower for a total increase of 3.
The same option may not be selected twice for Second Nature Metamagic. Your DM may select other similar feats (utility feats appropriate for a gish) that may be eligible for Second Nature Metamagic.
Shared Energy
The Imbued adds up his spells per day, including bonus spells, from his arcane and divine spellclasting class to determine his total spells per day for each level. He may use these spells per day to cast spells from either class rather than tracking each half separately. If he does not have a spell known of a certain level in one class, he does not gain any, but he may use these spell slots to cast spells from that class that have been adjusted by metamagic feats. Additionally, his caster level for both classes equals the higher of the two caster levels from each class. Finally most feats or special abilities that apply to either his divine or arcane casting apply to both instead, at the DM's discretion.
Bonus Feats
At 3rd and 7th level the Imbued gains a bonus metamagic feat.
Other comments: All the dead levels including the last one grant dual spellcasting progression, a point of BAB and +1 to 2 saves, so I suppose it evens out. By being a gish who uses buffs and utility spells outside of combat, plus having the gish-friendly Second Nature Metamagic options, I'm hoping this PrC will avoid typical theurge issues where you pick between 2 weaker options in combat. I realize the player loses one of his focuses at level 15 when he exits the PrC, but this is the same time where buff-stacking level 6+ spells from two different classes on top of medium BAB could get problematic.
Second Nature Metamagic is a rather roundabout way to select between armored casting, earlier access to certain spells, becoming a better buffer, or becoming more stealthy when casting. For the last option I should also note that silence + free silent spell combine very well.
An Imbued may be a sort of artificially induced magical knight, a solo adventurer training for all challenges, or someone tainted strongly with magic from birth or at an early age. Their spontaneous abilities and mobility-focused skill set make them unwilling to be tied down, so adventuring comes easily to them. Often they are impatient and eager to act, though many others are merely diligent. Unlike a bard, an imbued plays a main role rather than a support role. Thus he works well in smaller groups, when too many allies are already playing support, to fill a hated missing role in a party without focusing on it, when the player is unsure what he wants to be, or if the player simply wants to do everything. As always, PEACH.
The Imbued
Hit Die: d6
Requirements:
Able to cast arcane spells without preparation.
Able to cast divine spells without preparation.
Trapfinding class feature.
Proficiency with all martial weapons.
Class Skills: The Imbued's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge(Arcana) (Int), Knowledge (Local) (Int), Knowledge(Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skill Points at Each Level: 4 + Int modifier
{table]Level|BAB|Fort|Ref|Will|Special|Spells Per Day
1|0|2|0|2|Second Nature Metamagic, Shared Energy|+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
2|1|3|0|3||+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
3|2|3|1|3|Bonus Metamagic Feat|+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
4|3|4|1|4||+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
5|3|4|1|4|Second Nature Metamagic|-
6|4|5|2|5||+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
7|5|5|2|5|Bonus Metamagic Feat|+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
8|6|6|2|6||+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
9|6|6|3|6|Second Nature Metamagic|+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
10|7|7|3|7||+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
[/table]
Second Nature Metamagic
At 1st, 5th and 9th level the Imbued may apply metamagic feats to his spells more easily. Each time he gains this ability, he selects silent spell, still spell or extend spell. All his spells are treated as if cast using this feat and neither their spell level nor casting time increases. He must still have the appropriate metamagic feat to use this ability. Or he may instead choose to treat spells with swift and immediate casting times as if they were 1 spell level lower (to a minimum of 0), including for the purpose of selecting his spells known. If this changes an existing known spell, he may select a new spell of its level to replace it. If this causes his known spells on the lower level to exceed the number of spells known allotted to him, he must lose a known spell of his choice from that level. If he selects this last option and somehow gains the ability to quicken spells, the adjusted level for his quickened spells becomes 1 lower for a total increase of 3.
The same option may not be selected twice for Second Nature Metamagic. Your DM may select other similar feats (utility feats appropriate for a gish) that may be eligible for Second Nature Metamagic.
Shared Energy
The Imbued adds up his spells per day, including bonus spells, from his arcane and divine spellclasting class to determine his total spells per day for each level. He may use these spells per day to cast spells from either class rather than tracking each half separately. If he does not have a spell known of a certain level in one class, he does not gain any, but he may use these spell slots to cast spells from that class that have been adjusted by metamagic feats. Additionally, his caster level for both classes equals the higher of the two caster levels from each class. Finally most feats or special abilities that apply to either his divine or arcane casting apply to both instead, at the DM's discretion.
Bonus Feats
At 3rd and 7th level the Imbued gains a bonus metamagic feat.
Other comments: All the dead levels including the last one grant dual spellcasting progression, a point of BAB and +1 to 2 saves, so I suppose it evens out. By being a gish who uses buffs and utility spells outside of combat, plus having the gish-friendly Second Nature Metamagic options, I'm hoping this PrC will avoid typical theurge issues where you pick between 2 weaker options in combat. I realize the player loses one of his focuses at level 15 when he exits the PrC, but this is the same time where buff-stacking level 6+ spells from two different classes on top of medium BAB could get problematic.
Second Nature Metamagic is a rather roundabout way to select between armored casting, earlier access to certain spells, becoming a better buffer, or becoming more stealthy when casting. For the last option I should also note that silence + free silent spell combine very well.